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th3

th3

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th3
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  • Neither can I, still kinda loopy after my second vaccine shot.

  • I already broke the head pieces of the ones I wanted for survivor. Kinda easy to do lol

    in Sets Comment by th3
  • Oh man an offering that let me turn the game from a 4v1 into a 3v1 after one hook is something that makes survivors matches easy? lol your bias is kinda obvious.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173699#Comment_2173699

    Legion needed always "to play the game". If you think, you are so much more skilled, just because you are able to press m1 if you stay for a generator, then let me say - you aren't.

    Why is it so hard to accept for some survivor mains, that everything and I mean ->everything<- has its fans in dbd and everywhere else?

    Of course, there are also people who dislike certain things. Everybody does this, but the same counts also for likings, or do you always only like what your friends have before approve for you (or maybe streamers)? Well, that is boring in my opinion, but what works for you, works for you.

    Some people, as example, love it to face the nurse, or ghostface, or the huntress, while others would love to dc as soon, as they see them and that is the nature of multiplayer games.

    Multiplayer games are not singleplayer games. A multiplayer game need to make many people happy, while a singleplayer doesn't.

    If you dislike rpg's as example, you just don't buy the next single player rpg and instead the next 3d action shooter, but in multiplayer games need all those guys coming together. At least if you want that the multiplayer game stays healthy and starts to be maybe even more successful as before.

    And what you see since years with dbd is that the devs always cater to the same audience. That is on one hand the reason why dbd is so stable, but on the other hand also the reason why there are not more active players (active aka. playing the game and not just bought the game to let it go moldy in the steam lib).

    If you defend this, then you are part of the problem, not of the solution, imo and you defend this everytime, you go in a nerf thread and support drastical changes that change something to what it wasn't before (that counts not only for the Legion, it counts also for every killer that gots his basekit drastically changed in the past and in the future).

    Edit: And the reason for that is, because the team by bhvr who designs the new killers does good, while the guys who later balance the killers often revert their changes. If they taking something with a unique basekit out, as example, just so that the killer is better loopable - or similar things - the danger is always that people leaving.

    Multiple patches and reworks of the past have shown this.

    With this I don't want to support unbeatable killers, but the balancing need to be done on a other way, without ruining the basekit of a killer.

    If you can't see the point I had then why bother responding to me. Bhvr can't just balance around the fun for just killer mains. They have to do it for both sides and Legion was a prime example of this since he literally removed any gameplay option for the other side with how abusive his power was. However, it does seem like they have done a somewhat decent job since but could do better in certain areas.

  • Generally only thing to do is hook bomb against players like that. I'd also stay injured and save that way they get no value out of that perk.

  • Literally when I swf we talk about stuff going on irl. Last game I played in a 4man we talked about how good cheese is compared to peanut butter with celery. Still didn't stop us from crushing the killer in a 4 man escape but hey rank 1 I thought comms made it or broke it in terms of balancing.

  • This is literally the case with every other game on Playstation and even Microsoft.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173747#Comment_2173747

    wow thats such a great point counterpoint the word coolest

    Not sure what you are trying to say, but it can't be unintended when they specifically put a cap on the turn rate.

  • @bjorksnas said:

    I still don't know why they haven't endorsed it yet, this has been the coolest unintended mechanic I have ever seen in dbd

    It’s not an unintended mechanic when there is literally a cap on the turn rate to prevent blight from doing just that. People found a way to bypass this cap to “j flick” which is exploiting.

  • Any perks survivor use are meta smh

    @beached said:

    It goes without saying that old DS was simply unhealthy for the game. It was a pure minute of invincibility from being hooked no matter what you did. There is not a doubt in my mind or anybody else's (hopefully) that old DS was the most meta perk in the game.

    Earlier today I got called a meta survivor for using DS and I was running it with WGLF, we'll make it, and lithe. I could see being called a meta survivor if I had dead hard, iron will, DS, and unbreakable but that's just not the case. Even in solo queue I don't run builds like that.

    At the end of the day can DS even be considered meta anymore? In my eyes it is 60 seconds of stun protection granted that you're legitimately being tunneled by the killer. If not wanting to have a match where you get insta tunneled out and have no fun is meta, than I take no shame in being a meta survivor while running we'll make it and lithe.

    No that isn’t a meta build despite what some people say.

  • Darn the survivor doesn’t want to loop the killer with anti loop, what a surprise

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173494#Comment_2173494

    It has nothing to in the first place with difficult, or easy games imo. At least for the majority of players.

    The point is, that bhvr has consistently nerf everything what makes fun for killer mains, starting with the Legion rework, or maybe even before (I know dbd only since the release of Darkness among us, so I can only talk about this time - now).

    And since this rework, they have done the same with multiple other killers (billy would also be a example, but there is more). Imo, it doesn't interest if you 4k every game, if you have no fun by it, because the game mechanics are just unfun for you as killer player.

    Imo, dbd would be more helathy if the devs would look more after killers fun. It would lead new people to the game. Make that existing players stay and if a killer main is happy, it is more likely that he is also ok with any positive survivor change.

    Aka. the war between killer and survivors would be not so extrem as it is today. But that is just my opinion.

    So nerfing legion so he actually has to play the game removed what made killer fun. lmfao.

  • @lagosta said:

    Not really sure how they would fix this issue since it seems more related to the terrain than the killer. Maybe give the Blight player more agency?

    IDK, maybe make collisions slam on all surfaces, but while holding CTRL you slide instead of slamming. Not even sure if possible though.

    It’s the hit detection. If you can m1 it and get a hit you can bounce off of it. McLean explained this on stream and it seems like they still have some stuff that doesn’t allow hits at certain angles

  • You can call a killer boring without saying they should be nerfed. Like I find Blights to be boring, and this is not about j flick, I just find him boring to go against since most blights play in a boring way. Same thing with killers like Michael and Freddy. I don’t view them as needing nerfs (in fact Mikey needs a buff) I just find playing against Michael’s very boring when they 99 off of someone else and then come and immediately t3 on me. Maybe that’s fun for some people but I find it not as engaging and that’s fine.

    But in respect to the forums making that assumption just ruins any real chance of actual discussion happening when you come off as aggressive as that.

  • How do you measure what a hook suicide is? Is it because they were left until second stage and then didn’t want to hit the skill checks? Is it because they were frustrated? There’s not an easy way to tell what constitutes a hook suicide.

  • Not a fan of the swift hunt changes. With Wraiths current buff to his lunge that would just make his post invisibility lunge more oppressive/pushing the limit on being broken. Instead perhaps change the reappearance speed reduction by .3 .35 and .4 and perhaps seeing how that plays out.

  • @Canas said:

    Yeah, let's complain about survivors instead and how they need more nerfs to their meta perks.

    or maybe why majority of the survivor perks just aren't good so thats why they aren't running more.

  • @TWiXT said:

    I can't speak for those who VPN in order to access servers in different continents, but for me, It's always been purely for protection. I had the unfortunate experience wherein I defeated a team of survivors only to get threatened in the endgame chat by someone who traced my IP address, knew my location, and said they would swat me. Fortunately they didn't follow up on that threat, but it left me pretty shaken. Seriously, who the hell does that over a loss in an online game?

    With my family, and myself at risk due to what is and always has been my hobby at best... I couldn't take that chance anymore. I Subscribed to a VPN and while it does cut my connection speed in half, I feel secure that I can game without the chance that an asshat like that will ever be able to trace my IP anymore.

    As for those who use VPN to join servers in different countries, Maybe give them a little slack. Sure they don't have the same reasons I do for using a VPN, but overall, have you ever thought that maybe the reason they do it is less about gaining a game advantage, and more about connecting to a better server than their area currently provides? I know this can be frustrating, but maybe they don't really deserve all the hate you're giving them.

    Just to address the last point. Vpn'ing to connect to a better server is just false considering every game server for dbd runs the exact same hertz and software. Also theiattempts to locate a match for them that is in the best optimal location for ping, so its purely either for safety like yourself or to gain a competitive advantage. There is no room inbetween.

  • Considering I just had a match where a survivor opened the gates immediately and the killer got blood warden. No thanks

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170371#Comment_2170371

    Away with your Megness! Killers dont need more nerfs, what do u want? 40 minutes queues!?

    lmao

    I've been using both addons and different combos and it is pushing/well past the "this is pretty broken". If you can't bother to explain why huntress with hitscan is not pushing the limits/broken then don't bother quoting me with this nonsensical empty brain response. Cheers.

  • A nerf to them would be alright. Maybe just 20% to 15% and 10% to 5%. It would still push the limits on messing with her hatchet flight speed while keeping it from being astronomically busted.

  • Basic build which is meta for blight is ruin undying tinkerer bbq. Basically hands you wins against uncoordinated teams.

  • @worriedfeng03 said:

    Are blue glyphs new?

    Yes they are new to this tome, previous one was "red"

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163830#Comment_2163830

    New Lucky Break is good enough to lose a killer for one chase on most map. If you can't it just mean you need to get better. On it's own it's quite decent, with Iron Will it's really strong.

    A lot of survivor perk are ok on their own. Combined with other perk they can be good. Dance With Me can be mix with Lithe and/or Quick & Quiet and with that you can completely lose the killer on window with high wall like on plenty of main building, jungle gym etc.

    Inner Strength is not niche. Break a totem early game, when you need to get healed you can do so on your own, no need to find an other survivor & take 16s to heal. Heck even on hook rescues. If the killer camp or tunnel, force a trade, get to heal yourself without any other survivor. & other situation.

    Seem like you just got used to uber strong survivor perk and can't think out of the box to used some ok-good perk.

    I've been testing the changes in a variety of different ways and consistently with lucky break the act of getting away from the killer while pathetically easy, ate up a third of the timer after I healed through inner strength/a really good medkit (green with scissors/botany self care etc). At best I got 1-2 uses out of it. Compared to my normal build which rotates between (Head on, Inner Strength, QnQ, D. Hunch/Small Game) and (We're gonna live forever, Bond, BT, DS) I didn't get the value out of it I wanted. Of course a lot of perks are good on their own but when there's no point running lucky break it just sucks with a 45 seconds timer. Personally I'd much rather lucky break just hide blood while injured permanently, no need to mess with scratch marks since the timer on it originally made it bad with its previous effect only hiding blood.

    The perks I used aren't considered "meta" and while I don't want perks reminiscent of the overpowered aspects early in the games lifespan I don't want perks that are trash timed ones since there is literally no reason whatsoever to run a perk like Lucky break when the timer is that short. You wonder why people don't change their builds and why majority of the perks aren't used is because of arbitrary negatives that aren't offset by the usefulness of the perk. Having played with Lucky Break in my rotation since the update its been nothing but a hinderance and essentially made me only run on 3 perks throughout my trials.

    Also I think you misunderstood my comparison to Inner strength. Every perk that has the potential since at least Inner strength to be good has been complained about as the "next game breaking" perk or "4 man swf squad abusing this its broken".

    Similar complaints about such perks like FTP, Repressed Alliance, Soul Guard, Desperate Measures, Power Struggle (being the new DS), Smash Hit have definitely seen those perks ran all the time given how broken they all are. lol.

  • @bigbeefynacho said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167424#Comment_2167424

    I don't always get more than one fragment per game. But the xp is lower and not as grindy. Still grindy, but less ... grindy?

    Overall a net reduction to the grind. However, it still is aimed at encouraging you to play more during the pass it just made getting to level 70 without claiming challenges actually viable.

  • I expect the killer to promptly tunnel them out of the game.

  • @ggezbaby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167344#Comment_2167344

    Deathslinger, Plague, Blight & Twins should lose stacks for using their powers IMO.

    doctor & clown make no sense though.

    From what I’ve read it would most likely have to do with technical reasons for why killers in general lose stacks while using their powers to ensure there are less exceptions in the code.

  • @ggezbaby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2167264#Comment_2167264

    the way i ease up on killers when they’re having a hard time protecting gens with no hooks is going around and making sure all the totems are cleansed. still a side objective getting done and at least 1 person is off gens, while I’m sure the others are rushing them just fine.

    Same when I think gens were pushed a little too hard I will go around looking for totems and chests.

  • Or maybe their friend is low rank because they don't play often and you want to have fun. But then again they probably don't go around insulting other people like you.

    in Swf Comment by th3
  • Good

  • @Irisora said:

    I didn't see it yet in any match. Survivors love their broken meta too much to use this perk i guess. I have seen only a few running small game in swf and totems getting destroyed really fast, devour hope is rip. I didn't get to use it a single time not even for the 3 tokens the whole night.

    Or maybe because Lucky Break is a subpar niche perk which is overshadowed by other perks because the Developers don't want to shake up the meta for survivors. You get more of an impact out of literally every other perk which doesn't have a timer. Imo I'm not wanting to play the match with only 3 perks once Lucky Break runs out. That and the potential benefit of running the perk is outweighed by the negatives of the short timer.

    @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165868#Comment_2165868

    Ik. The first time I used lucky break and iron will I got a spirit (lucky me) after I got hit I got away easily. But when I got away I had 3 seconds left in my timer.

    I had to play the rest with 3 perks.

    People just complain about anything that has the potential to be meta changing and then in the same breath complain about how the meta never changes.

    @Thr_ust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2165868#Comment_2165868

    While I do agree with you personally (especially since I’m addicted to sloppy butcher) I think the complaint people mainly have is that the killers who have to commit to a chase early could potentially have all early game pressure negated by this perk. And especially against good survivors this could end the match before it even really starts.

    Personally I'd take shaking up the meta for survivors since the risk reward potential is crazy. Or made it just not 45 seconds since its just laughable.

  • 45s makes it literally garbage. I can't believe people are upset about 45 seconds when goes by so fast. Unbelievable.

  • The change is perfectly fine. It addresses the low skill aspect of just spamming snares by actually having a drawback for the powerful effect they give. With the addons if you ever used the slowdown ones then get good I guess. Blackbox needs a better effect for an iri however.

  • Why should it be limited when open handed was just buffed. It's fine as it is now.

  • @Buckoben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163952#Comment_2163952

    You act as if the the same exact thing didn't happen to hangman's trick. BHVR hates changing the meta on both sides my dude.

    Hangman's trick was supposed to be anti sabo, having a range of 16 meters meant everyone on the ptb and forums talked about how it was the new bbq. Clearly when hooks are a minimum of 20 meters apart with offerings to reduce that space, that range just for anti sabo was absurd. What should have happened is it gives 4-6-8 meters or even 6-8-10 meters of range. That way it does a good job at talling if someone is close, but isn't a substitute for aura reading mapwide. Or even better if it kept its 16 meters of aura reading but only applied it to hooks within 50~ meters similar to how Sabo shows the hook auras.

    @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163952#Comment_2163952

    90 seconds with no other strings attached was too strong because of its capability for synergy, it didn't matter that they didn't throw it in as is because frankly it just wasn't balanced and needed to be addressed so for the sake of still being able to have synergy the duration was reduced

    They essentially made a niche perk which fits the trend on how they balance. All of the potential changeup is gone because of it. This is because a regular heal is 16 seconds which immediately places the duration of the perk at 29 seconds assuming you heal immediately. It also doesn't count the time it takes when the killer has sloppy which can lead to over half the timer being wasted healing. Plain and simple because its 45 seconds it is completely useless. When I use a build I aim for consistency. QnQ, Head On, Inner Strength, and D. Hunch is consistent and I get multiple uses out of it throughout the match. This applies to DS, Unbreakable, Dead Hard, Iron Will, BT etc. Lucky break having a 45s timer is extremely weak and does nothing to change up the meta loadout for survivors. The synergy is utterly useless when its only good on one chase, the rest of the game you are running 3 perks. Either increase the duration or make it the original effect since at least that compensated for having the timer tick down while you heal/get healed.

  • Lucky break won’t become meta precisely because the timer is 45 seconds. Almost a third of that timer is eaten up by healing which makes it just garbage. Gonna enjoy reading the posts complaining about survivors always running the same 4 perks a lot more from now on since most of them complain whenever a perk change has the potential to shake up the load out for survivors.

  • @Mazoobi said:

    What?! Please be a bug...

    Literally no one plays twins except me and a few others, why nerf a killer(s) that has such a low pick-rate and no massive complaints.

    Just because there aren’t daily threads posted on the forums doesn’t mean there isn’t an issue.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163642#Comment_2163642

    Most perk only truly shine combined with 1 or 2 other perk, especially on the survivor side and that's fine considering it's 16perks vs 4.

    Don’t expect people complaining about survivor meta never changing to be taken seriously when perks that have potential to be good get nerfed and end up being niche. Pretty much every survivor perk killers have complained about since Inner strength has turned out to be just niche and lucky break is no different.

  • I played multiple games today with lucky break and it was trash. The timer ran out extremely quickly and the value obtained from successfully juking the killer was negated by having to run 3 perks the rest of the match. Even then quite a few maps have been coldwind and that was not as difficult but still irritating to use it.

    All in all the timer is too short given that it decreases while you are healing ultimately making the perk run out extremely quick even when I successfully lose the killer.

    I’d much rather it go back to pre ptb just because of how bad the timer is. It had potential to shake up the survivor meta but ultimate is trash just like 90% of the perks. Shame.

  • Doesn't stop the killer from tunneling so its a meh change.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162348#Comment_2162348

    Nope, since before for that. I remember discussion of breakout - every swf was going to have 4 breakouts and killers would be forced to run agitation and iron grasp to get any hooks at all.

    I started paying attention to the forums a little before the deathslinger update so I missed all the complaining about that. Undoubtedly I’m sure people even complained about inner strength

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162348#Comment_2162348

    People called Power Struggle the "new DS"?

    that would be funny if it wasn't so sad

    Yes that stuff comes up every patch mainly from people who play killer about the perks of the other side. I’ve been on the forums since before deathslinger and it’s been this way every time like clockwork. As much as I wish it wasn’t the case.

  • @Mat_Sella said:

    Killers thinking a new/changed perk is op? how shocking.

    I remember when killers thought For the People was going to be the most broken perk in the game. "fReE iNsTa-hEaL, NERF NOW!!!"

    people really need to play both sides before they speak on somethings strength.

    Every perk introduced since For the people has had the accompanying “this will be the most abused perk in DVD’s history by the swf squads” and every god damn time it’s ended up being niche and rarely used let alone abused.

    For the People: New insta heal for swf and game breaking

    soul guard: broken no counterplay super op

    Desperate measures: Unhook speed #########

    Power struggle: the “new ds” so oppressive for killers to deal with since they would have to pick up early or walk around pallets.

  • Very disappointing. Was hoping the survivor perks changed would result in a meta shift but it just looks like a subpar niche perk for lucky break. The rest were just quality of life changes that don't qualify as potentially good/bad.

  • Slightly buggy but overall seems like they actually fixed it.

  • @Aven_Fallen said:

    I think reducing it to 45 seconds will result in the Perk not being used. So, the Survivor Meta will 100% not change (even before I was not sure if it will really change, but with 45 seconds, it will definitely not change).

    Not planning on it since you only get 29-37 seconds of it when taking healing into account. Just a terrible perk now

  • You realistically only get 29-37 seconds of use since the timer still decreases while healing. This is assuming the killer also doesn't have any slowdown perks affecting healing. What could've been a meta change for survivors that killers complain about so much has panned out to be little more than yet another niche perk.

  • What could have been a potentially nice meta change now is just a niche perk that somehow is worse than before the ptb. Sucks but the same people wanting lucky break nerfed will most likely continue to complain about how "Survivor meta perks haven't changed in forever."

  • Its the same in US EAST 2. Had a 10 minute wait and had literal rank 20's. Didn't stop the rank 10 wraith from acting like hot stuff and trash talking while bm'ing rank 20 survivors. Killers at this time of night are unbearable with how stuck up they are.

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